Since I've re-done the official stats for vehicles and capital ships, this is the next logical step. I've redone so many of them already, scattered around the forum in various topics, that I'm not going to lead this topic off with a summary of what I intend to change. Instead, I'm just going to dive right in.

As with the others, I'm going to be concentrating on the ships from the 2R&E Rulebook and the four main sourcebooks (Star Wars SB, Movie Trilogy SB, Rebel Alliance SB and Imperial SB). I will then do stats for a selection of other ships from other material, and I will be accepting requests.

Before making a request, please bear in mind that I'm concentrating exclusively on "broken" or insufficient stats found in WEG's published material. If it doesn't already have WEG-published stats, I will not be working on it in this project.

So, WEG made it clear that the Z-95s weren't hyperspace capable. Of course, the rest of the EU very quickly said "whatever" and did their own thing. Several hyperdrive-equipped versions are included in various materials, including the Zahn novels. Also, considering the revised timeline for the development of starfighters with internal hyperdrives, it's pretty obvious that, while the earliest models of the Z-95 wouldn't have had hyperdrives, later models did get them.

First up, here's the Z-95 Mk. I. I made it slow, but also boosted its atmospheric performance due to the swing-wing design (that was phased out in later models)

And here is the other end of the spectrum: the Z-95 Mk. IV. This represents the final production models of the Z-95. The combat version includes a relatively slow hyperdrive (compared to the X-Wing) and extended range (with an extra meter of length to make room for the additional systems), while the Trainer variant strips out the hyperdrive and nav-computer (along with 60% of the Consumables) to make room for the trainer station.

Next up, the A-Wing. I've done this one before, but several of my house rules had progressed to the point where the posted stat was outdated. Here's the current version. The major changes I made were to the weapons: adding concussion missile launchers (which A-Wings in non-WEG material already have) along with the ability to fire homing missiles, and replacing the laser cannon with the auto-blaster cannon from the B-Wing, which gives the A-Wing awesome reach and firepower for taking on enemy starfighters.

Reconnaissance / Fire Control (As Above Stats, except as noted)
This sub-class of the A-Wing takes advantage of the ship's high speed and elusiveness to perform tactical reconnaissance and fire control for the fleet. The primary change is the removal of the missile launch tubes to make room for improved sensor processing systems and the fire control designation and relay systems. In addition, because the removal of the missile launchers makes the Recon variant more vulnerable to enemy fighters, the auto-blasters are designed to be rotated 180 degrees to cover the Rear Fire Arc, allowing them to engage pursuing enemy fighters at somewhat reduced effectiveness.

In combat, the Recon A-Wing uses its speed, maneuverability and elusiveness to get in close to enemy capital ships, avoiding defensive fire while designating the target with precision fire control information that is relayed to Alliance Fleet unit standing off at longer range.

Sensors:Passive 40/1D
Scan 60/2D
Search 80/3D
Focus 5/4D+1
Target Designation:
-To Designate: Pilot must make a Sensor sweep in Focus mode with a base difficulty of Moderate. The sensor lock can be dodged as if it were an attack.
-Bonus: +2D to Capital Ship Gunnery, or +1D to Starship Gunnery. Multiple Fire Control equipped fighters may paint the same target, resulting in stacked bonuses. Normally, only one weapon can be guided by a sensor paint, but on a successful Command roll, a coordinated attack may include the bonus.
Weapons:2 Heavy Auto-Blaster Cannon (Fire-Linked)
Fire Arc: Front/Rear*
*Requires 1 round to switch arcs, -1D to Fire Control in Rear Arc
2 Concussion Missile Launchers
-Removed

_________________"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The biggest changes I made to the B-Wing were the weapons. I wracked my brain for quite some time, but I could only think of one practical use for the gyro-cockpit system. By poaching the 360-degree-spin laser cannon from the A-Wing (which was basically useless fluff there) and putting them on the wings (which mounted them at 90-degrees to the spinning fuselage), it gave them the ability to aim any direction, regardless of the B-Wing's flight path. It's not as responsive as a normal turret (can only fire into one arc per round), but it does allow the B-Wing to engage targets behind or to the side while it is on an attack run. This also fits with the B's back story, in that it was developed by Verpines, who have something of a reputation for neato tech ideas that don't necessarily pan out in the real world.

B-Wing/E "Expanded" (As Above Stats, except as noted)
The original B-Wing was rushed into combat, where several weaknesses were revealed, specifically its fragility and slow hyperspace velocity compared to other front-line Alliance fighters, as well as being under-crewed (a single pilot could not make full use of the B-Wing's various systems while in combat). As such, the /E variant was given an extended, two-seat cockpit with two complete sets of controls, allowing the two-man crew to split duties and coordinate to greater effect. Making room in the new cockpit required the removal of the dual blaster cannon, but the shuffling of internal systems also made it possible to fit a larger magazine to the proton torpedo launchers. In addition, the /E's armor and damage control systems were upgraded, and a newer, faster hyperdrive was installed. First-generation B-Wings are being pulled off the line and upgraded to /E standards as rapidly as possible, however, both variants will remain in Alliance service for the foreseeable future.
Crew: 2 (can coordinate)
Hyperdrive Multiplier: x1
Space: 7
Atmosphere: 350; 1,000 kph
Hull: 4D
Weapons:1 Dual Blaster Cannon (Removed)
2 Proton Torpedo LaunchersCapacity: 12

_________________"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The big thing I changed here was a rule for Astromech Damage Control, as we saw R2 do in ANH. What I put in is basically just a quick, one-skill-roll way to let the X-Wing ignore light damage for a little while, essentially Control Pain for a starfighter.

T-65AC4 (Use Above Stats, except as noted)
Description: While the -B Variant has proven one of the best all-around starfighters in the galaxy, the Alliance's engineers are not resting easy on their accomplishment. They are constantly working to improve on the X-Wing's already excellent design, and their efforts have begun to pay off in the form of the T-65AC4. This upgraded design features improvements in speed, maneuverability, shield strength and sensor range, and is slowly filtering its way into Alliance combat squadrons.
Maneuverability: 3D+2
Space: 9
Atmosphere: 400; 1,150kph
Shields: 1D+2
Sensors:Passive 30/0D
Scan 60/1D
Search 85/2D
Focus 4/4D
Weapons:1 Concussion Missile Launcher (In addition to listed Weapons)
Fire Arc: Front
Skill: Starship Gunnery
All Other Stats vary by Weapon TypeCapacity: 4. May select Missiles from this list, depending on Availability.

_________________"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

And finally, the Longprobe. While WEG called it a Reconnaissance Fighter, it is more of a Fighter/Bomber, and since it has by far the best Consumables rating of any Alliance starfighter, I see Longprobes getting put to work for long range strike and escort missions, not just recon.

The TIE/la is my version of the older model TIE Starfighter that preceded the TIE/ln. It's slower, but maintains its maneuverability in atmosphere. By the time of the Battle of Yavin, it has been almost entirely replaced in service with the Navy, but is actually prefered in Army Ground Support Wings due to the better in-atmosphere performance. As such, it was reclassified as the /la (Line, Army) to distinguish it from the /ln (Line, Navy).

My feeling has always been that the TIE/rc and TIE/fc are overspecialized, and that one platform should be capable of both missions, with the augmented sensor package having the ability to target designate for other weapons. As such, rather than stat them both out, I made Recon/Fire Control variants of the TIE/ln and TIE/la, each giving up a blaster cannon to reroute power to the sensors.

The TIE/gt, retired out by the Navy wherever possible in favor of the TIE Bomber, but snapped up wherever possible by the Army. In addition to ordnance capacity, it also replaced the heavy blaster cannon with a laser for greater range and punch against ground vehicles and other hard targets.

The main thing I did here was give the TIE Interceptor 1D of Shields. While I don't think the Empire was willing to put hyperdrives in its ships at this point, I'm willing to bet it was starting to recognize the advantages of survivability on its higher-end models.

I also included an option for a Modular Mission Package in the bottom of the cockpit that allows the Interceptor to be equipped with additional weapon systems.

RECON / FIRE CONTROL
Description: This package augments the Interceptor's existing sensor package as follows:
Sensors:Passive: 30/1D+2
Scan: 60/2D+1
Search: 90/3D+2
Focus: 6/5D
Target Designator:
-To Designate: Pilot must make an Easy Sensor Focus roll. The sensor lock can be dodged as if it were an attack.
-Bonus: +2D to one Fire Control of one friendly (or group of weapons, if properly coordinated). Can not stack bonuses by using multiple Target Designators.

ASSAULT
Description: This package equips the Interceptor with a 4-round concussion missile launcher, usually loaded with guided missiles, which makes the Interceptor much more formidable in anti-starfighter combat.
Weapons:1 Concussion Missile LauncherFire Arc: Front
Skill: Starship Gunnery
All Other Stats vary by Weapon TypeCapacity: 4. May select Missiles from this list, depending on Availability.

INTERCEPTOR
Description: This package equips the interceptor with an auto-blaster. While underpowered, the cannon is highly accurate and is extremely useful for shooting down missiles and torpedoes, as well as engaging speeder craft and other small targets.
Weapons:Autoblaster CannonFire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-8/25/40
--Orbital: 2km-16km/50km/80km
--Atmosphere: 100m-800m/2.5km/4km
Rate of Fire: 2D Auto-Fire
Damage: 3D

RECOVERY
Description: This package equips the Interceptor with a short-range grappling cable system that allows the Interceptor to tow disabled ships (featured in Vision of the Future).
Weapons:Grappling Cable LauncherFire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 0-1/2/3
--Atmosphere: 0m-100m/200m/300m
Effect: On a successful hit, the Interceptor is linked to the target starship by a high-strength cable and fusion disk. The Interceptor can tow the cabled starship at the cost of reduced performance. For every 1D of Hull on the target, the Interceptor's Maneuverability is reduced 1D and its Speed by 2. Multiple Interceptors can grapple the target (each additional Interceptor reduces the penalty by one level, but increases Starfighter Piloting Difficulty levels by one). This can only be used against ships that are completely disabled, as the cable is not strong enough to be the rope in a tug-of-war if the targeted vessel restarts its engines and tries to escape._________________"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The main changes here are the addition of shields (same reasoning as the Interceptor) and giving the Bomber the ability to carry a wide variety of ordnance (as its description says it should have). I also added a Fire Control Jammer similar to the A-Wing, except that it only works in the Front Fire Arc. The reasoning is that the Complete Vehicles book described the Bomber as having a forward EMP projector. My thinking is that this projector is used to disrupt a target's defensive weaponry while the Bomber is on an attack run and lining up a missile shot (and thus can not dodge).

Special Equipment:Modular Mission Pod (Optional)
The TIE Bomber has been used as a base for quite a few different variants, both in the EU and the fandom. In particular, the TIE Shuttle (as seen briefly in TESB) and the TIE Boarder are official; the TIE Shuttle's stats can be found in the SWAJ#10 Article on TIE Fighters. While the list of possible variants below was intended as a modular system, where a single TIE Bomber can swap out its Warhead Launcher for pods with other capabilities, the list can also be used to generate stats for non-modular designs, with the pods permanently installed. To use any of the variants, simply remove the Multi-Warhead Launcher from the above stat and apply the Variant / Pod Stat as described.
Notes:
-Removing one pod and installing another requires a Moderate Starfighter Repair roll, and takes 30+3D minutes. It also requires a crane and appropriate tools.
-The added Length on some pods is because the pods are long enough to extend beyond the leading edge of the ship's wing-panels.

ELECTRONIC WARFARE
Length: 8.5 meters
Sensors:Passive: 30/1D
Scan: 60/2D
Search: 90/3D
Focus: 3/4D
Special Equipment:Broad-Spectrum Jamming ArrayEffect: Increases the Difficulty of Communications, Sensors (Identify only) and/or Fire Control, equal to the 's Active Sensor dice values (+2D if Jamming all around, +3D if Jamming a single Fire Arc and +4D if Jamming a single target)
Modifiers:
+1D if Jamming in one mode only (Communications, Sensors or Fire Control)
-1D if Jamming in All Three Modes at once (Communications, Sensors and Fire Control)
-2D if Jamming a Capital Ship

SWARM
Weapons:Swarm Missile LauncherFire Arc: Front
Skill: Starship Gunnery
Ammunition:24 Stalker Concussion Missiles (generally fired in volleys of 8 ).
Description: This experimental pod has seen limited use with a few elite TIE Bomber units. When used in battle, it turns a TIE Bomber into a monstrously effective anti-starfighter platform. Loaded with passive homing Stalker Concussion Missiles, it consists of a ring of launch tubes circled a central processing core. Each missile locks onto a target, with the CPU coordinating by overriding duplicate lock-ons, or assigning multiple missiles to the same target. This occurs automatically; all the pilot has to do is select the appropriate setting from the fire control panel in the cockpit.

When activated, the swarm pod fires all eight missiles simultaneously, with the following fire patterns:

The main changes here are changing the hyperdrive (in a universe where you can mass-produce a x1 hyperdrive that fits in a starfighter, it is beyond silly that a prototype TIE for Darth Vader would only have a x4), adding in crew skill levels for the elite pilot most PCs will wind up facing in one of these (as opposed to just saying "See Darth Vader"), bumping the Maneuverability up 1D (just as I did the regular TIE), and swapping out the lasers for auto-blasters (which are my explanation for the peculiar way Vader's cannon operated in the Death Star Trench) and Proton Torpedo Launchers (one video game gave the TIE Advanced the ability to fire Cluster Missiles, and since I'm working on giving most fighters some form of ordnance delivery, it seemed an easy fit.